class DamTypeNKRad extends WeaponDamageType
	abstract;

static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth )
{

}

defaultproperties
{
     WeaponClass=Class'taskforces.TFNKGun'
     DeathString="%o took a deep breath of %k's Fallout!"
     FemaleSuicide="%o stayed in her nice glowy Fallout!"
     MaleSuicide="%o stayed in his nice glowy Fallout!"
     bLocationalHit=False
     bDetonatesGoop=True
     bSuperWeapon=True
     bCausesBlood=False
}
